Amnesia: The Bunker

Amnesia: The Bunker

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Gdudism Dec 10, 2023 @ 1:55pm
< Final Ponder about Gamedesign & Mechanics (advanced) >
Having played the bunker well over 100 hours at this point and being unable to count the number of playthroughs I've done with 2 hands.... I think its fair to say that I know the game quite well by now and with no updates on the horizon I think that now would be a prudent time to open up a discussion about the games mechanics and design on a more advanced level. Gamedesign is my hobby and since im only this passionate about Frictional titles I figured, why not? Maybe sharing this and having people agree, or disagree with me while also taking in any additional ideas and thoughts that people might have will lead to levels of insight unattainable for someone doing all this alone and inside his or her own head.

I'll present my analysis using bullet points with different subjects, but please dont see the list as in any way holistic. Add new topics as you please and deem necessary. You dont have to though, just agreeing or disagreeing with me on these topics is considered a valid contribution to the discussion, and I thank everyone who does.

Before I start, I take off my hat for everyone who actually takes the time to read all this, let alone comment. Lets go full geek mode.....

< STALKER AI >

Dealing with the Stalker on a basic level has to do with learning to interpret the sounds he makes. Emerging and retreating both come with distinct sounds, learning those will help you determining what hes up to at any given time.

While not as sophisticated as the Alien is in Isolation (the Stalker doesnt learn new things over time) the AI in the bunker performs more then satisfactory, I find. Reason I say this is that even while playing it now after multiple playthroughs the Stalker STILL manages to surprise me, in more ways then one. Suddenly running right into his arms while carelessly sprinting around is not uncommon. Also, the patrolling of the monster is seemingly so random that you really cant decide on your encounter strategy ahead of time, you have to decide what your gonna do right in the heat of the moment.

< Level design >

Its clear to see that many different layers of thought have gone into level design of the different subsections. Most are semi linear, except for the prison, and I find that each time I play through an area I go about it slightly differently each time based upon what I have in my inventory, which doors or hallways are booby trapped and what my priorities are at that moment. Assigning a formula to this way of level design; point A > point B via A1, A2, or A3. Point B > point C via B1, B2 or B3, or something like that... With, for example the lever near the kitchen being point B and the Comms room point C @ Soldiers quarters level.

< Granularity >

Granularity refers to how the story is presented to the player, sporadic big chunks or frequent smaller chunks? I find this to be suboptimal in the bunker, the concentration of readables is a bit too dense for my taste. The story presented in the bunker is fun to read the first time around. Playing it now, notes and photos mean nothing to me and I only pick them up for completionist sake. You dont replay the bunker for its story, the game lore about the soldiers finding the tunnels and the eventual plot twist concerning Lambert barely provides enough depth to stay interesting.
< Micro and Macro >

At its core, the game is about micro and macro decisions that are always put in front of the player. You cant play the game properly without engaging in this core gameplay loop, which is why the game is so damn engaging even after the horror element that you feel during initial play has faded. Inventory management, planning where to go next, what to take with you next, how the generator should be fueled (if at all) and so on are examples of macro decisions that the player has to take all the time, usually during those times the Stalker is in a hole or otherwise not in your vicinity.. These questions fall into the background as soon as the Stalker emerges, replaced by the new micro decisions that are now forced upon you. Micro decisions are made to, primarily, avoid death (in case of the stalker) or make progress (in case of rats). Which tool or weapon to use, where to move to or where to hide, burning the corpse or using other means, how much cranking you do with the flashlight and so on are all decisions on the micro level. Even deciding against cranking the flashlight at all because the Stalker is near and might hear you is a conscious decision you have to make on the micro level.

The interplay between these 2 gameplay-modes is in essence the core of the gameplay-loop and it is working flawlessly. Where the story stops carrying its weight, this core design feature is what engages and entertains the player, regardless of playtime.

Much love.

PS: Your contribution are even higher valued if you have put some significant time into the game. Usually, I use playtime to gauge the validity of comments, I will verify as much as I can so the discussion remains as authentic and academic as possible.

<3
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Showing 1-2 of 2 comments
Stressfull Dec 11, 2023 @ 12:34pm 
The one interesting aspect that I want to mention is my (player) relationship with both the beast and the environment (the bunker). After a while the bunker you taught was hell is better hell than what was up above you. You are stuck with your dearest friend now that he is turned into a hideous beast, these are your last interactions with your best friend. After a while I warmed up to him with even if it is barely resembles what was once there.
Whenever I lure the beast to blow up a barrel to give me a brief relief time I begin to pity on him when he blow himself up and make a crying like sound. After finishing everything and blowing the exit I actually did not want to leave the bunker for a while so I just got a lot of fuel bottles and wonder the bunker again and lured him time to time.
And also there is another one that is more intentional and that is the moment when you first get a glimpse of the outside in the pillbox section to get immediately shot near by a german, in that moment I began to slowly lose hope and that terrifying realization started to sink in it is that even if you escape this hell hole there is another one that waits you.
These feelings/taughts came to me throught the gameplay itself. Not with a cutscene or someone telling me what to feel and that is what makes these things very powerful imo that no overly produced cutscene can. (I'm sorry if this came out a bit out of topic but I do really think that this game's biggest strenght is that it doesn't interrupt the gameplay with millions of unskippable cutscenes or forced walking and looking at things sections. Also these things I mentioned can be mistaken with story bits or other things but if you ask me these are cleverly disguised game designs moments.)

And the story you mentioned is not the real story that is the plot. The real story is the journey you (the player) took to try to end this nightmare just to find yourself in another hell. Anyways it's the encounters you survived with the beast the decisions you made with the tools you had. Dropping that precious fuel canister to pick up a key etc. These are the real stories that every player experiences differently and that is this medium's greatest strength.
You can't experience that one time where you taught you had a bullet in your gun but to find out those were the empty shells you shot earlier and you try to shoot the beast with those and fail miserably then try to make a pathetic attempt to escape just barely while your heart bumps like crazy. You can't experience this thing in any other medium like this. Also might known as emergent gameplay btw. And that is why this game is important in todays market.

Also you already touched some things about the gameplay and the micro-macro decisions so I'm not gonna repeat those but instead I will point out the importance of the key items and especially the flashlight's ability to take up a slot. That is simply what makes the moment to moment gameplay the micro and macro decisions extra engaging. Also the cranking the flashlight, it's all about thinking/decision making. Not to mention every movable, destructable object or debri can make a sound if you bump onto it and that can potentially make the beast to come out so you need to watch your steps to not walk over wooden debris etc.
Apart from these I think you did a great job and touched upon a lot of the things that waht makes this game truly amazing and masterfully designed.

Note: Btw I played the game about 85 hours.
Last edited by Stressfull; Dec 11, 2023 @ 1:11pm
Gdudism Dec 12, 2023 @ 7:59pm 
Thanks for contributing!
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Date Posted: Dec 10, 2023 @ 1:55pm
Posts: 2